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[Level 20's on] - Guys don't flirt with my sister please - Guild Wars

Toxin01Toxin01 Registered User regular
edited February 2011 in MMO Extravaganza
Guild Wars: Prophecies is a Massivly Multiplayer Online Roleplaying game created by Arena.net (Part of NCSoft.) It's got your usual classes, but unlike World Of Warcraft or Age Of Conan all of the areas are instanced outside of the towns. That is, except for the people in your party, you won't see anyone else who isn't a monster or NPC. This turned off some, but this leads to easy questing and a story that revolves around you and your party. You can also get the trial here.


The plan is to get a decent group of new-level-characters from Penny-Arcade set up to embark on the epic journey that is the first installment of Guild Wars. We will form a small guild and all comprised of newly made characters and attempt to make it through the game. You can complete side quests and redo main quests to help fellow guild mates along, however.










"Our fair group of ragtag adventurers are members of "The Vanguard", Ascalon's finest. We all currently reside in Ascalon, helping our once beautiful city against the Charr and their overwhelming numbers.

We had been sent to scout the area around "The Great Northern Wall", one of the last few standing buildings left after the searing, only to stumble across a large invasion force heading for the wall. We were chased back to the wall and suffered casualties, and, after a short battle alongside our fellow Ascalonains, were forced to retreat back to Fort Ranik.

Once at Fort Ranik, we grouped up with the survivors from the attack to retake the great wall, rescuing some Prisoners of War taken by the Charr along the way. After a long battle and some quick repairs to a catapult, we managed to destroy the Charr's bases around the wall and retake it.

Our victory was shortlived, however, as a scout reported heavy casualties and several missing soliders after the assault. Prince Rurik himself had taken us with him into two Groups, one led by Himself, and another led by Ken Norenicus, to help rescue the captured soldiers.

While clearing the camps of Charr and rescuing prisoners, our group stumbled across a group of captured Mages who told us where more of their kind were still being held. Their leader, Erol, joined up and we marched North to find them, destroying a Charr temple along the way.

We manged to rescue the remaining mages, but were quickly forced to fall back to the destroyed school of Nolani.
The group held off a massive onslaught of Charr alongside the Mages while Prince Rurik summoned a portal inside the Academy to safety. While fighting the group stumbled across the mouthpiece of the ancient horn, Stormcaller.

Stormcaller has the power to control the storms themselves, and could be crucial in the war against the Charr. The Prince took the mouthpiece and the group quickly made it through the portal. The two groups of heroes met up at Nolani academy, pinned in by Charr at the front Gate. One group, led by the monk "Jones", opened the gate and attacked the Charr head on, while Ken's group went around a back exit and attacked the rangers guarding the mountainside.

The Prince rallied the two groups and led them to Rin as the Charr assault on the city began. They quickly fought their way to Stormcaller and summoned the storms to put out the burning city, all but to late to save it from disaster.

Not long into the battle, The King himself arrived with his personal guard, thanking the groups and his son on a job well done saving the city and claiming this a sure sign of victory.

Prince Rurik, however, wanted to take Ascalon North to rebuild, fearing that the war against the Charr was all but lost. This led to a heated argument between the Prince and King, ending in the banishment of the Prince and the Vanguard.

Rurik took the survivors of the Rin invasion, the remnants of his Vanguard, and a few supplies to the north.

Shortly into the mountain the refugee's set up a small camp called Yak's Bend, surrounded by the mountain-dwelling dwarfs. The dwarfs had split into two factions, those loyal to the king, and those who hated all things non-dwarven known as the Stone Summit dwarfs. The Stone Summit had cut off those at Borlis Pass from Yak's bend, but were quickly dealt with by those still left from Rurik's Vanguard, who fought their way to the pass only to be told Rurik alone has pushed ahead in the middle of a heavy snowstorm.

The group pushed onward from into Borlis Pass, stumbling right into the middle of a civil war between the dwarfs. They cut down several Stone Summit, and rescued a dwarf prisoner still loyal to the king, who informed the group of a massive Ice Drake that lived in a cave near the Stone Summit.

They quickly made their way to the Drake's cave, easily dispatching the spider-like creatures that filled the walls of the area, and the Drake fell almost as quickly as it's minions.

The group left the cave and ended up behind the Bastilla line for the Stone Summit, destroying the machines that were quickly destroying the loyalist dwarven infantry. They then joined the loyalists in a fight at their capital's walls, fighting against the Stone Summit and their summoned Ice Golems.

They met back with the Prince inside the city, who had just managed to get Jalis Ironhammer, king of the dwarves, to let us pass into the gulch and set up a camp for a refugees. They gave their thanks and lit the ancient flames to signal pass into the Gulch. The remnants of the Vanguard pushed on, taking a few volunteers with them, and fought their way past the frontlines of the Stone Summit, slowly making their way to the Frost Gate.

They rescued a captured Royalist dwarf, and helped him steal the plans to a Summit war machine, designed to be able to destroy cities in a matter of minutes.

The Frost Gate was controlled by 3 giant levers, and the group split up to take control of these so Rurik could lead the refugee's through. After a long battle and a few casualties, they managed to open the Frost Gate and make their way back to the group, only to see Rurik beheaded by the leader of the Stone Summit as the last of the refugees made it out.

The leader of the Vanguard gone, the supplies near gone, and the group stuck in a small mountain camp, they will begin their final push into Kryta.

Our small group led the Refugees down an ice tunnel with the help of the ranger Aiden, and found themselves in a small village outside of the Gates to Kryta that was becoming quickly overrun by undead, a small guild of white - clad warriors trying to hold them off.

They quickly joined in the fight, the two monks quickly dispatching the undead while the warriors lent their sword arm to the White-caped guild, known as, unsurprisingly, the White Mantle.

The White Mantle are the defenders of Kryta, the Vanguard of Kryta, almost. They specialize in fighting against the undead, whos numbers seem as limitless as the Charr.

Our group moved onward to Kryta, only to meet a Justicar and his attack force and be told that if they helped repel the undead invasion, the group and the refugees would be given free access to Kryta and the countryside.

They quickly accepted and, with the help of the Mantle, dispatched the undead and led the Caravan into Lions Arch, the capital of Kryta. Shortly after arriving the leader of the White Mantle requested audience with our group, for reasons unknown.







Ascalon (Screenshots and text inside)
Once, Ascalon was a beautiful, fertile land of rolling green countryside and magnificent cities. Her people were viewed as grim by their neighbors. This was perhaps, to be expected, given their never-ending war against the aggressive Charr. Indeed, it was their unfailing vigilance, their Great Northern Wall, and the blood they shed each year to defend it that had protected not only Ascalon, but also Kryta and Orr through the ages.
Then came the invasion, and with it, the Searing.

Anyone alive today will remember the day the lands of Ascalon were blasted and torn with magic fire. Whole cities and guilds were destroyed in the Searing, and the might of Ascalon was shattered. Now the Great Northern Wall lies broken, and the Charr have overrun much of the kingdom, defiling it with their unholy shrines, killing those who stand in their way.

The survival of Ascalon hinges on but a single remaining corner of the fallen kingdom—the capital city of Rin. In the final years of the last Guild War, the people of Rin looked to a soldier named Adelbern, a simple man of humble origins, who rallied the people with his courage and cunning and steeled them not only against the guilds of Orr and Kryta but also against the terrors of the Charr.

The sudden destruction of most of the kingdom during the Searing has taken much of the fight out of the man now known as King Adelbern. He has become stubborn and set in his ways, afraid of losing what little he has left. But in his son Rurik, the people see a leader with the courage to perhaps help them reclaim their fallen kingdom.

The survivors of Ascalon live in a state of constant warfare, using hit-and-run tactics and the remnants of the Great Wall to prevent any significant advances by the Charr into their territory. King Adelbern has circled the wagons, so to speak, content to simply defend what Ascalon has left and live to fight another day. Prince Rurik, on the other hand, is far more daring than his father thinks is wise, and has even suggested that the time may be coming to launch an offensive against the Charr.

Already the rumbling of the winds of change can be heard in the streets. People are frightened. They wonder what will become of them. Some even wonder aloud if Adelbern has lost what it takes to steer Ascalon back from the brink. They wish to see the prince step up and take command of the kingdom. Perhaps under his guidance, the people of Ascalon will live on to see another golden age.

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Shiverpeaks (Text and Screenshots inside)

For hundreds of years, all the dwarves in this mountain range were united under one flag: the nation of the Deldrimor dwarves. Most of the architecture in the Shiverpeaks was built during this time, and it reflects a time of peace and prosperity—but that time is over now. Today, the mountains ring with the sounds of civil war, and new architecture has sprung up: slabs of stone lashed together with huge iron chains mark the areas where a new guild—those who have broken from the old ways—have made new settlements.

The Shiverpeaks are an inhospitable environment for the ill-prepared. There are only two known passes through the mountains, and any wishing to cross them must endure freezing wind, flash snow storms, and unstable terrain that shifts with the change in temperature.


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Kryta (Screenshots and Text Inside)

There are two types of humans in Kryta: those who worship the mysterious Unseen Ones and those who do not. The worshippers have become known as the White Mantle because of the long white sleeveless robes many of them wear.
It is the responsibility of the White Mantle to oversee the other humans and impose upon them the rules and laws of the Unseen Ones. Those inside the organization receive special privileges (more food, better clothing, access to books) simply for abiding by the rules of the Unseen Ones and carrying out the orders handed down by the White Mantle high priest. To the Krytans the White Mantle are the root of law and order, the protectors or saviors, if you will, of their lands.

The White Mantle maintain a series of temples all over the continent. Members of this organization frequently, though not always, choose to reside in these temples to better perform their duties to the Mantle and to more effectively worship the Unseen Ones.

Since the end of the last Guild War and the repelling of the Charr invasion, the White Mantle have maintained a high level of military preparedness. They don’t ever want to be caught off guard again, and they often keep large stores of weapons inside their temples to use in case of emergency. It’s also not uncommon for followers of the Mantle philosophy to be highly trained warriors. Fighting skills will come in handy if the day comes when they will need to once again defend Kryta from invasion.

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Now, onto the classes.

"Primary Profession Your primary profession determines your hero's basic appearance, including the type of armor the hero wears. It also provides several attributes that improve skills over time including a primary attribute that is not available when the profession is chosen as a secondary.

Secondary Profession Your secondary profession provides your hero with a second set of attributes and skills to compliment the first. (Your secondary profession does not have access to the primary attribute for that profession.)"


Note: (Since we are currently only doing the first story of Guild Wars, the expansions classes will be unavailable.)

Classes


The Elementalist
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The Elementalist commands the four elemental forces: earth, air, fire, and water. With magic derived from the very foundations of nature itself, Elementalists can inflict more damage in a single strike than any other profession. There are as many types of Elementalists as there are elements and ways to combine them. Some Elementalists choose to study two or more elements to maintain broad discipline, though many prefer to focus on one unique element. Earth magic triggers quakes and volcanoes, envelops foes in solid rock, and can add to the strength and stamina of allies. Air magic is driven by the power of storms and lightning, granting allies greater speed or targeting specific foes with a focused, high-damage attack. Fire magic is often considered the most purely destructive form, inflicting searing pain and damage on multiple enemies. The magic of Water is highly manipulative. Water magic summons ice and mist to slow enemies down and blur their vision, inflicts freezing cold damage, and even protects allies from other forms of magical attack. The primary Elementalist attribute, Energy Storage, gives the Elementalist the highest maximum Energy in the game. This makes other professions that use a lot of Energy, like the Monk or the Mesmer, natural choices for an Elementalist's secondary class. Elementalists should never be at the fore of melee combat, but when surrounded they can tap into a full staple of handy area-of-effect skills just in case.




Elementalist Attributes

Energy Storage
(Primary) The Elementalist's primary attribute, Energy Storage, increases maximum Energy and boosts skills that help regenerate Energy.

Fire Magic Improve Fire Magic to increase the duration and effectiveness of the Elementalist's fire skills, which inflict fire damage and can affect large areas.

Water Magic Allocate points to Water Magic to increase the duration and effect of the Elementalist's water skills, which slow enemy movement and turns the blood of foes to ice.

Earth Magic Build up Earth Magic to increase the duration and effectiveness of the Elementalist's earth skills, which can protect both hero and ally or inflict damage on opponents that ignores their armor.

Air Magic Air Magic increases the duration and effectiveness of the Elementalist's Air skills, which pierce armor, cause Blindness, and knock enemies flat.



The Mesmer

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The Mesmer is not content with living in reality—Mesmers prefer to create their own realities. Mesmers are the mental masters of illusion, control, and domination, subverting an enemy's Energy for their own purposes and supporting the entire party in battle with powerful, mind-bending magic. Domination skills put Mesmers in command of a foe's Health and Energy, while Illusion can inflict damage, slow an enemy, and drain away the powers of those that oppose them. The Mesmer can call on Inspiration to steal Energy directly from the opposition, and the primary Memser attribute Fast Casting works just like it sounds—you can sling your spells at a much higher rate than any other profession. The Mesmer is powerful as a damage-dealing spellcaster, a support player, or both. They should usually avoid the front lines, but can turn the tide of most any fight in seconds.


Mesmer Attributes


Fast Casting
(Primary) This primary attribute lets the Mesmer cast spells more often and for greater overall effect than any other profession.

Domination This attribute boosts the duration and effect of your Domination spells, which allow you to control your enemies' actions.

Illusion Increase your Illusion attribute to extend the duration and effect of Illusion spells that deceive enemies, hinder their movement, and their ability to cast spells.

Inspiration Put points into Inspiration to pump up the duration and effect of your Inspiration spells, which steal Energy from enemies


The Monk
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The Monk can speak directly to the gods to open a conduit for divine magic that can heal and protect allies in battle or unleash holy power upon the Monk's enemies. The Monk's connection to the gods is illustrated in the primary Monk attribute, Divine Favor, which grants extra healing ability and makes Monk skills more effective. Monks often choose to focus on one of the other attributes. Healing Monks build up the Healing Prayers attribute to revive allies and mend their wounds. Smiting Monks put points into Smiting Prayers, which inflict damage on foes and work especially well against undead enemies. Protection Monks pump up the Protection Prayers attribute and use magic that prevents allies and themselves from taking damage. The Monk is the definitive Guild Wars "support profession," and will probably never have to wait for a group invitation. Combined with a secondary like Warrior or Ranger, Monks can also be quite effective when it comes to hurting the enemy.

Monk Attributes

Divine Favor
(Primary) Every point spent in this primary Monk attribute grants a small healing bonus to all Monk spells that target allies. Divine Favor also pumps up the duration and potency of spells that call forth divine powers to aid the Monk's allies.

Healing Prayers Healing Prayers increases the duration and effectiveness of spells that allow the Monk to heal and your allies.

Smiting Prayers Smiting Prayers boosts the duration and damage caused by skills that harm your foes—especially the undead.

Protection Prayers Protection Prayers adds to the duration and power of Protection spells that keep you and your allies safe.


The Necromancer
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The Necromancer wields the power of death itself, a power no enemy can stand against forever. The dark arts of the Necromancer—Curses, Death Magic, and Blood Magic—usually take a toll on the caster by forcing a sacrifice of Health, but the harm that befalls a Necromancer's foes in return makes this a small, if painful, price to pay. Necromancers can command the corpses of their enemies (or even allies) as deadly foot soldiers using Death Magic, while Blood Magic drains Health from foes and transfers it to the Necromancer. Curses hurt the Necromancer, but hurt the Necromancer's opponents even more by sapping enemy Enchantments and healing abilities. Necromancers keep their Energy bars full with Soul Reaping, the primary Necromancer attribute, which feeds upon the deaths of others. The Necromancer requires patience and discipline to master.



Necromancer Attributes

Soul Reaping
(Primary) Soul Reaping, the Necromancer's primary attribute, improves your ability to gain Energy whenever a creature near you dies.

Curses Add points to Curses and boost the duration and effectiveness of Curse skills, reducing your enemies' effectiveness in battle.

Blood Magic Blood Magic adds to the duration and effectiveness of skills that steal Health from enemies and give it to you.

Death Magic Increase Death Magic to augment the duration and effect of skills that deal cold and shadow damage, as well as those that summon undead minions for you to command.


The Ranger

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The Ranger is more in touch with living nature than any other profession. Where the Elementalist harnesses and tames the power of the elements, the Ranger lives as one with life in all its abundance, and utilizes unique survival skills that come from this connection. Rangers can perform Nature Rituals that manipulate the environment to hinder enemies, or draw on the power of the wilderness to heal and assist allies in battle. The Ranger can also tame the beasts of the wild and command them to fight at the Ranger's side. The Ranger is the master of the targeted distance attack and Rangers get the most out of ranged weapons like bows. The Ranger's primary attribute, Expertise, demonstrates the benefits of communing with nature. Attack skills and Preparations (like Apply Poison) will use less energy with the more points you pour into Expertise. In a party, the Ranger is often called upon to pull foes toward the group with a well-aimed arrow. Rangers combine effectively with any secondary profession that performs well at a distance.





Ranger Attributes

Expertise
(Primary) Expertise lets you manage your Energy efficiently by shrinking the cost of attack skills and Preparations.

Beast Mastery Beast Mastery improves skills that make your animal companion more effective in battle.

Marksmanship The Marksmanship attribute adds damage to basic bow attacks and is the base attribute for most bow skills.

Wilderness Survival Wilderness Survival improves a Ranger's defensive Stances, Preparations, Traps, and Nature Rituals that affect the entire battlefield.



The Warrior
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Those who choose to follow the path of the Warrior have chosen a profession dedicated to up close and personal violence (and they love every minute of it). The Warrior is the quintessential hack-and-slash fantasy hero: tough, strong, and an expert at wielding melee weapons on the battlefield (in other words, what many MMO gamers call "the tank"). Warriors are masters of the axe, the sword, and the hammer; though most choose to focus on one weapon over the others. With their heavier armor and damage absorbing runes and shields, Warriors can soak up the abuse that other characters in the group can't handle, and give other professions in the party such as Rangers or Elementalists the distance needed to make use of ranged abilities. Many Warrior skills are powered by adrenaline, a special power pool generated as the Warrior fights, instead of Energy. This means the Warrior, already a profession with low Energy regeneration, will still have plenty of skills to use even when Energy runs out. A Warrior's tactical skills are often defensive in nature and help you both protect and lead your troops. Strength is the Warrior's primary attribute; greater Strength lets the Warrior improve all Strength-based skills and more readily pierce an opponent's armor.






Warrior Attributes

Strength
(Primary) Strength, available only to Warrior primaries, increases the chance to pierce an opponent's armor. Strength is also the basis of many skills that inflict greater damage on foes.

Swordsmanship Swordsmanship increases basic sword damage as well as damage dealt by sword skills.

Axe Mastery Improve Axe Mastery to increase basic axe damage and damage dealt by axe skills.

Hammer Mastery Hammer Mastery increases basic hammer damage and damage dealt by hammer skills.

Tactics Tactics increases the effectiveness of Shouts and Stances that give the Warrior and allies an advantage in battle.



The Henchman


Devona:

Afilliation: Ascalon Army

Class: Warrior/Assassin


Pros

Has 2 conditional knock downs.
Decent damage output.
Has a self-heal, in Healing Signet.

Cons

Uses "Charge!", instead of a more combat-oriented elite skill.
Cannot inflict conditions
Has no defensive skills and lacks a shield.


Little Thom


Affiliation: Not specified

Professions: Warrior/Elementalist


Pros

Decent offensive skills with reasonable durability from warrior armor.
Can inflict a Deep Wound with Swift Chop on blocking foes.
Can prevent knockdowns with Balanced Stance.
Can remove stances on foes with Wild Blow.
Has a self-heal.

Cons

Wild Blow has poor synergy with Executioner's Strike (loses all adrenaline) and Swift Chop (removes blocking stances).
Uses "Charge!" instead of a combat elite skill.
Has no defensive skills other than Balanced Stance


Stefan


Affiliation: Not specified

Profession: Warrior



Pros

Has Balanced Stance to prevent knockdowns.
Can use Griffon's Sweep to disrupt foes using blocking skills.
Will retreat from enemies before activating Healing Signet to avoid taking excessive damage.

Cons

Will retreat from enemies before activating Healing Signet, often diverting enemies attention to other party members.
Has no adrenal skills.
Has no defensive skills other than Balanced Stance.


Aiden


Affiliation: Ascalon Army

Profession: Ranger

Pros

Decent damage output.
Ranger armor provides good durability against elemental damage.
Self heal.
Cons

Has no defensive stances.
Has no interruption skills.
Has no condition-causing skills.
Elite skill...
is only marginally useful in Prophecies and Factions.
is missing in Nightfall.


Reyna

Affiliation: Not Specified

Class: Ranger


Pros
None

Cons
She's useless

Alesia

Affiliation: Not Specified

Class: Monk

Pros
Word of Healing is a strong healing skill.
Fairly substantial healing

Cons
Healing touch and Restore life are touch skills.
She sometimes runs into combat to use healing touch.
She uses Restore Life in bad situations where the party needs healing instead.
No hex or Condition removal.

Lina



Pros

Protection prayers mitigate the damage taken by the party.
Reusable resurrection skill.
Effective elite skill.

Cons

Poor healing ability.
Uses Protective Spirit as a heal.
No energy management.
No condition or hex removal.

Mhenlo

Pros

Fairly effective at healing.
Word of Healing provides substantial energy-efficient healing.

Cons

Healing Touch, Restore Life and Renew Life are touch skills.
Cannot remove conditions or hexes.

Claude


Pros
Decent Damge over Time

Cons
Likes to run into combat
Has an odly large aggro radius


Eve

Pros

Uses Blood Ritual to boost party member's energy levels.
Reasonable single-target damage and self-healing with Life Stealing skills.
Reasonable multi-target damage with Deathly Swarm.
Cons

Situational elite skill.

Duhnam

Pros

Empathy is an excellent damage-dealing spell against computer-controlled opponents.
He is good at slowing down enemy warriors. The combination of slowing, Empathy, and his own Distortion allows him to tank quite well.
He can remove hexes.
He can remove enchantments.
Crippling Anguish is used often once he gets it (Dragon's Lair onwards); it is quite helpful, and much more effective than Imagined Burden.
Dunham's skills deal armor-ignoring damage.

Cons

He tends to use Imagined Burden often, which is not terribly useful overall in PvE. Sometimes he even casts it on stationary targets such as Dune Burrowers.
He tends to use Distortion frequently, even when not under direct attack.
He is not a shutdown mesmer. He will not interrupt enemy spells.


Cynn

Pros

High damage output.
Fire damage is very effective in some areas of the game.

Cons

Low defense.
Fire damage is ineffective in some areas of the game.
Fire Storm cause NPC AI to scatter and break aggro.
Spamming Mind Burn can cause massive exhaustion levels

Orion

Pros

Orion is a fire Elementalist, and as such can deal large damage to groups quickly.
He has a self-heal and energy management built in.

Cons

Fire Storm will cause monster focus to scatter. This may or may not be desired.
Fire Storm isn't always used on the best target possible.
Sometimes overuses Mind Burn, which will cause excessive exhaustion












Question: But Toxin, what if I want if I want to be a ranger who runs around with his trusty giant scorpion who raises the undead?

Answer: Well, you can! In Guild wars, you can have a Primary class and a secondary class, which is explained in detail in the tutorial level of the game.



Question: What if I'm already in a guild but want to hang with you uber cool guys and gals?

Answer: You sure can. You can sign up in the thread and play just like everyone else, but you might have a harder time getting people to help you catch up to us on our adventure.

Question: What if I totally suck at thinking and want to be good at Guild Wars somehow?

Answer:
Then go to Guild Wars Wiki and look up your class so you can not suck.




Current group level cap: 10-20
Signed Up

1. Smitemaster Jones - Monk/Mesmer
2. Demonic Lemon - Necromancer/Mesmer
3. Omegablack - Elementalist/Mesmer
4. Silvia Van Tyric - Mesmer/??
5. Sister Nocturn - Monk/Necromancer
6. Ken Norenicus - Warrior/Ranger
7. James Voidman - Elementalist/Mesmer
8. Severra Timarre - Mesmer/ ???
9. Lemmina Cliff - Warrior/Mesmer
10.Lucy Nevyavien - Necromancer/Elementalist
11. Klaus Hufeisen - Warrior/Monk
12. Rez The Ded - Warrior/Mesmer
13 Kahla Fyrstorm - Elementalist/Monk
14. Samuel Balthamon - Monk/Ranger
15. Dreams Of Ice Rain - Mesmer/???
16. Kali Reiksvor - Elementalist/???
17. Sollar Graff - Warrior/??
18. Byron Southwind - Warrior/???
19 Deathly Deathness - Necromancer/???
20.
21.
22.
23.
24.
25.

(We're Mes-tastic)
*Just throw me a whisper in-game and I'll send you an invite. You can also whisper Ken Noriencus, or Demonic Lemon for an invite.*

Current Group Mission: Divinity Coast

"The Divinity Coast is the site of several of the region's oldest settlements. Humans have occupied these lands for over seven hundred years. Many generations of Krytan fishermen have grown up trolling the same sacred waters of the Giant's Basin, the huge saltwater lake that defines the northern edge of the coast."





Time: You tell me.
Signed Up
1.
2.
3.
4.
5
6.


Group 2/ Alternates (If you want to show up in case someone from group 1 doesn't show you get their spot.)
Time: ???
1.
2.
3.
4.
5.
6.

Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
GM: Rusty Chains (DH Ongoing)
Toxin01 on
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Posts

  • Options
    omega71omega71 Too old for a title, too ornery to care. Sacramento, CaliRegistered User regular
    edited July 2008
    I am already in a guild with my main character, but I can make a new toon and run around with you all if you want.

    omega71 on
    24.24.2.2148
  • Options
    omega71omega71 Too old for a title, too ornery to care. Sacramento, CaliRegistered User regular
    edited July 2008
    oh and I just made a brand new character I Omegablack I in game..

    (It was the only way to just get omegablack as a name sorry)

    I will be going Ele/Mesmer

    omega71 on
    24.24.2.2148
  • Options
    Asamof the HorribleAsamof the Horrible Registered User regular
    edited July 2008
    I've always wanted to get through GW prophecies, but my game always screws up graphically and crashes at some point. I'm not sure if I should sign up, but it's temping...

    When are we going to start? I'm not going to be available until tuesday

    Asamof the Horrible on
  • Options
    omega71omega71 Too old for a title, too ornery to care. Sacramento, CaliRegistered User regular
    edited July 2008
    Man I really still need to get my 15k armor, I quit around the time Nightfall came out, and have Factions.

    But I really want my armor, or better armor than what I have..

    omega71 on
    24.24.2.2148
  • Options
    psycojesterpsycojester Registered User regular
    edited July 2008
    Its been roughly forever since i last played guild wars, how many million mg of patches would i be looking at download if i wanted in?

    psycojester on
    [SIGPIC][/SIGPIC]
  • Options
    warder808warder808 Registered User regular
    edited July 2008
    I'll be up for this. I never finished Prophecies. I'll need to make a new character. Maybe a Warrior/elementalist, or a Warrior/something. Any idea for play times? Sundays would be great. Late nights EST time too.

    warder808 on
    steam_sig.png
  • Options
    beta.lyraebeta.lyrae Registered User regular
    edited July 2008
    After many failed attempts to get hooked on Guild Wars since it was released, it's finally clicked. I've been playing it for about 3 weeks non-stop and loving it. I'm doing NF though and in a pretty nice guild already so best of luck. I suggest anyone who has a Guild Wars account to give it another try, you may just like it this time.

    As far as the updates go, I think the current recommendation is to not even install from the disk and just run the client with the -image switch. It's about 3 gigs iirc :(

    http://www.guildwars.com/support/downloadclient/
    -image

    Forces the game to load a complete update.

    Important: The program terminates after the update is completed; since Guild Wars will not be able run with this parameter on, make sure to remove it after all the content has been downloaded.
    Downloading all the contents takes approximately 6 hours to complete at 150KB/s (broadband connection).
    Recommended: Create an additional shortcut on your desktop to Guild Wars that is labeled "Guild Wars Updater" and has this command line switch.
    Note: It's also possible to download all files simply by running the Guild Wars program and letting it "sit" on the login screen. You'll see a small lightning bolt near the bottom right corner that indicates downloading is in progress.

    EDIT: Scratch that, the -image switch will download all the campaigns and you guys are just Prophecies. Either way, if you just DL the client it will load each zone as you enter, which could be a pain, but at least you wouldn't have to do it all at once.

    Also, best place to catch up/get info is http://wiki.guildwars.com.

    Enjoy.

    beta.lyrae on
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    AndorienAndorien Registered User regular
    edited July 2008
    I'm so in on this. However, I leave for basic training on the 13th, so I don't know how far I can go.

    Necromancer/Elementalist

    Andorien on
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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    edited July 2008
    I am interested in this but I can really only play on Friday and Saturday nights.... I probably would not be a very reliable member :(

    Jasconius on
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    Asamof the HorribleAsamof the Horrible Registered User regular
    edited July 2008
    oh, is there a way to download areas beforehand? That download as you load into a zone thing really pissed me off

    Asamof the Horrible on
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    beta.lyraebeta.lyrae Registered User regular
    edited July 2008
    oh, is there a way to download areas beforehand? That download as you load into a zone thing really pissed me off

    Yes, look a few posts up :) Here's another description though:
    -image

    Guild Wars client is designed to download the streaming updates in the background or when needed, in a way that will not much interfere with the user. This, however means that when a large-scale update is released, users may be required to wait while necessary files are downloaded and decompressed upon entering a new zone. With this switch, you can force the client to download and decompress all the pending updates on start up so you will not have to wait while entering a new area or mission.

    Image:Quest.png The client, when started with this switch, will exit immediately after it is finished with the download and decompression. Do not use this switch in your regular game shortcut. Either use this switch from a command prompt when necessary or make a new shortcut and name it something like "Update Game".
    "C:\Program Files\Guild Wars\gw.exe" -image
    Check online forums for the common current size of a gw.dat file, and if yours is much larger, you might want to delete your gw.dat file and then run gw.exe with the -image command. This will usually result in the smallest possible file size for a complete install. The download plus decompression time can take anywhere from 1 hour on a fast system with broad band internet access to several hours. This approach is NOT recommended for dial-up users.

    The current size of the gw.dat file is 1.3 gigs.

    beta.lyrae on
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    Asamof the HorribleAsamof the Horrible Registered User regular
    edited July 2008
    beta.lyrae wrote: »
    oh, is there a way to download areas beforehand? That download as you load into a zone thing really pissed me off

    Yes, look a few posts up :) Here's another description though:
    -image

    Guild Wars client is designed to download the streaming updates in the background or when needed, in a way that will not much interfere with the user. This, however means that when a large-scale update is released, users may be required to wait while necessary files are downloaded and decompressed upon entering a new zone. With this switch, you can force the client to download and decompress all the pending updates on start up so you will not have to wait while entering a new area or mission.

    Image:Quest.png The client, when started with this switch, will exit immediately after it is finished with the download and decompression. Do not use this switch in your regular game shortcut. Either use this switch from a command prompt when necessary or make a new shortcut and name it something like "Update Game".
    "C:\Program Files\Guild Wars\gw.exe" -image
    Check online forums for the common current size of a gw.dat file, and if yours is much larger, you might want to delete your gw.dat file and then run gw.exe with the -image command. This will usually result in the smallest possible file size for a complete install. The download plus decompression time can take anywhere from 1 hour on a fast system with broad band internet access to several hours. This approach is NOT recommended for dial-up users.

    The current size of the gw.dat file is 1.3 gigs.

    Whoops, silly me. Thanks beta

    Asamof the Horrible on
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    Page-Page- Registered User regular
    edited July 2008
    It's been a long time since I played Guild Wars regularly, and I've always had fond memories. I'd be willing to roll a W/Ne or something, for sure. Though it would depend on the playing times. If they're something I can manage then I'll play.

    Page- on
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    kaliyamakaliyama Left to find less-moderated fora Registered User regular
    edited July 2008
    i tried thsis years ago and got bored w/o any friends. i am SO on this. i'll get it tomorrow or sunday..

    kaliyama on
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    Asamof the HorribleAsamof the Horrible Registered User regular
    edited July 2008
    hmm, so I got all updated, logged in and ran around for a second, then logged to the title screen. I went to the options and turned all of the sounds back on (I turned them off earlier before patching) and the game music started to lag heavily, and when I tried to close it, it simply wouldn't. Ctrl alt del didn't come up and everything fucked up and I had to restart manually

    This has happened before a lot with GW. So uh...things aren't looking hopeful for me :(

    Asamof the Horrible on
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    SF_DhalsimSF_Dhalsim Registered User regular
    edited July 2008
    Im also down for some GW action. Looking at the W/Mo build atm or Mo/Me.

    Mo/ Me - Holy Rolle

    SF_Dhalsim on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    Let me know when you guys get to....
    Southern Kryta and I'll join in with my poorly built monk/necro, Sister Nocturn

    Nocren on
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    a Ferreta Ferret 360 Dunk from Half Court Registered User regular
    edited July 2008
    I believe I have a newly created Me in vanilla that's still in pre-searing. Only class I have that's not 20, sadly. But all of my discs save EotN are back home in storage. I'd love to get in on this, but I'm not too hot on the idea of downloading the whole game. Is there anyway to snag a DVD or CD version of Vanilla?

    Edit: Never mind.. found the answer half way up the topic. DLing it tonight and game on tomorrow.

    Edit2:Got it. Char name is Silvia Van Tyric, Me level 5.

    a Ferret on
    Battle.net Polite#1852 | 3DS 2681-0927-8518 | Steam
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    I'm still in Vacation but I'll update the OP and I'll get some playtime schedules up, sound good?


    Editedit: Also, you can go ahead and get out of the tutorial zone, and when you make a new toon please give me your name

    Until our group gets out of Old ascalon missions and into the snowy area (The first one) the level cap for grouping is 10.

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    Well, I'm beyond the Shiverpeaks so it's going to be awhile. Also, I have no idea what the hell I'm doing and any build advice would be greatly appreated. I think I'm between 12 and 15.

    Or.....
    I might reroll a fighter/* and join you guys from the start. Just keep me posted on whats going on.

    Nocren on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    You might want to reroll since the current cap for running missions is 10 until we get into Shiverpeaks.


    We could use a warrior too, since right now we have none


    So, is sunday afternoon cool with everyone?

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    Kane Red RobeKane Red Robe Master of Magic ArcanusRegistered User regular
    edited July 2008
    I never really got into Guild Wars, mostly because the people who I was supposed to play it with didn't like it, and soloing got really boring, really fast.

    Looks like you don't have a warrior yet so I'll make a quick WaMo. The idea is to get post searing and then wait for the meetup yes?

    Kane Red Robe on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    Why not..
    I've got nothing better to do this weekend...
    I'll role up either a Healing monk, a Pally (WaMo) or a Spellsword (WaElm) depending on what you need.

    "I'm not the mechanic here, Ironsides. I mostly just hurt people."

    Nocren on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    Nocren wrote: »
    Why not..
    I've got nothing better to do this weekend...
    I'll role up either a Healing monk, a Pally (WaMo) or a Spellsword (WaElm) depending on what you need.

    "I'm not the mechanic here, Ironsides. I mostly just hurt people."

    We already have two monks, so we dcould use a warrior. Also, warrior monks tend to be mostly useless.

    I never really got into Guild Wars, mostly because the people who I was supposed to play it with didn't like it, and soloing got really boring, really fast.

    Looks like you don't have a warrior yet so I'll make a quick WaMo. The idea is to get post searing and then wait for the meetup yes?

    Yeah, everyone will get out of pre-searing and we'll move up one mission at a time.

    Curent date is sunday, 6:30 EST. We've already got two signed up to run it, two more to go. (First area is 4 player missions only)

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    Hey, are we already members of the KCHS (Official-Unofficial PA Clan) or are we going to make a whole new Guild?

    Nocren on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    I'll work on making a new guild if this thing works out, I've got one right now but it's not really got a PA-related name.

    We still need two more for our first run sunday.

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    I'm slowly working my way through pre-searing and I've settled on Wa/Ra.
    Name's Ken Norenicus and right now I'm level 2...

    Nocren on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    Alright, I'll add you to the list.

    LMK in-game or PM me or somthing if you wanna join us Sunday.

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    I'll let you know friday or so... I'm trying to get some decent gear right now.

    Nocren on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    Don't worry to much about gear, Guild Wars isin't very gear dependent at all.

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    a Ferreta Ferret 360 Dunk from Half Court Registered User regular
    edited July 2008
    Alright, decided to go with Me/Ele. Finished up the searing and I'm sitting around in Ascalon City waiting on the rest of you homps.

    Quick question: We doing this all ironman style with no hand-me-downs/bonus items, correct?

    a Ferret on
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    omega71omega71 Too old for a title, too ornery to care. Sacramento, CaliRegistered User regular
    edited July 2008
    I should be ready with my Ele/Me by Sunday..

    I have been playing around with my Ne/Ele in the Factions Campaign, and I realized it is way way easier to get gold, I am level 13 and have already had enough gold to go thru three armor upgrades.

    omega71 on
    24.24.2.2148
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    By gear, I mean weapons and skills. You know, I own all GW products (PvE versions) and I have yet to finish a single campaign. Maybe with you guys, that'll change.

    EDIT/UPDATE: Ok, post-Searing and I'm level 6, and have the starting warrior sword skills and the ranger pet skills.
    I also have the /bonus stuff. So my inventory is now cut to half... anyone know of a way to get rid of this stuff?

    Nocren on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    omega71 wrote: »
    I should be ready with my Ele/Me by Sunday..

    I have been playing around with my Ne/Ele in the Factions Campaign, and I realized it is way way easier to get gold, I am level 13 and have already had enough gold to go thru three armor upgrades.

    To the post above this, yes.

    To this post, you are 3 levels to high to run with us ATM, I don't want people to high for the missions running with us. Just make sure the Ele doesn't go up to much and we'll be fine.

    To the post below this, just drag and drop it out of the inventory and it should be fine. I'll also go ahead and put you on the list for sunday, that okay? (We still need 1 more, but it sounds like Omega will be there.)


    (I'm on dial up ATM and it'd take forever to multi-quote)

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    omega71omega71 Too old for a title, too ornery to care. Sacramento, CaliRegistered User regular
    edited July 2008
    Toxin01 wrote: »
    omega71 wrote: »


    To this post, you are 3 levels to high to run with us ATM, I don't want people to high for the missions running with us. Just make sure the Ele doesn't go up to much and we'll be fine.

    Oh yea, this isnt the character I am bringing along...that is a Factions character anyway and we are doing Prophecies..I have my Ele/Mes coming along for the trip...

    omega71 on
    24.24.2.2148
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    FremFrem Registered User regular
    edited July 2008
    I'm in on this so much. I'd LOVE to have a guild/group of people that actually does PvE stuff. Or stuff, period, for that matter.

    I've got like a level 4 Elementalist/Mesmer in post-searing right now. I think he's called James Voidman or something like that. My main is James Letourneau (lvl 16ish Ranger/Monk), if the previous name doesn't work.

    We're playing Sunday 6:30 EST, is this correct?

    Also, are we going to have enough healers to go around? I'd really like to play as an elementalist, but I'd be willing to roll a monk if necessary.

    Frem on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    Frem wrote: »
    I'm in on this so much. I'd LOVE to have a guild/group of people that actually does PvE stuff. Or stuff, period, for that matter.

    I've got like a level 4 Elementalist/Mesmer in post-searing right now. I think he's called James Voidman or something like that. My main is James Letourneau (lvl 16ish Ranger/Monk), if the previous name doesn't work.

    We're playing Sunday 6:30 EST, is this correct?

    Also, are we going to have enough healers to go around? I'd really like to play as an elementalist, but I'd be willing to roll a monk if necessary.



    Well, I'm leading everything and I'm a monk so we should always have a healer.



    Yes, 6:30 EST.

    I'll go ahead and put you on the list, and that makes a full group

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited July 2008
    You know something, my monk is so broken... I think I should probably delete her. At the very least, you can go ahead and remove her from this list.

    Nocren on
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    eric.eric. __BANNED USERS regular
    edited July 2008
    can i play with you guys? I have nightfall, but not prophecies...

    eric. on
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    Toxin01Toxin01 Registered User regular
    edited July 2008
    eric. wrote: »
    can i play with you guys? I have nightfall, but not prophecies...

    Well, right now we're only running Prophecies, sorry.

    Toxin01 on
    Aiden Baail: Level 1 Swordmage: 19 AC 14 Fort 15 Ref 13 Will (Curse Of The Black Pearls)
    GM: Rusty Chains (DH Ongoing)
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